An unholy shadow has fallen over the Ruined Countryside bordering the Plains of Bone and edge of Hallows Wood. Sir Garrick the Hollow, a once-noble champion corrupted into an Evil Knight, has emerged from exile. He is preparing to invade the peaceful farming settlements of Midvale nearby. To ensure his conquest, he has uncovered A Mysterious Crown—an ancient artifact forged by dark sorcery.
The Twist: The crown doesn't give Garrick immediate military might; instead, it projects a hypnotic pulse across the land. It allows him to enslave others by turning captured villagers into mindless, iron-skinned thralls. Sir Garrick intends to march an unstoppable, brainwashed army across Talanon. The heroes must track him through the blighted ruins, bypass his traps, break the crown's hold over an innocent survivor, and destroy Sir Garrick before his thrall army is fully mobilized.
Read Aloud Box Text:
You step into the Ruined Countryside. Where fields of golden wheat once waved, there is only blackened ash and skeletal trees. The silence is heavy, broken only by a chilling breeze. Suddenly, a thick, unnatural fog rolls over the ridges, masking the trail and carrying the faint smell of ozone and rot. From the mist, a terrifying pack of crimson-eyed creatures lunges forward, teeth bared!
A successful Simple (6) Wilderness Lore or Magic Test reveals these beasts are acting under a forced, telepathic compulsion rather than natural hunger. The Blighted Dogs seem possesed by some dark magic amd fight to the death!
Enemy Stat Blocks:
Blighted Wild Dogs (3-6):
HP 9
Offense 5 (Bite) TN 10
Defense 0 (Mangy Fur) Fend 10 Dodge 10 Resist 9
Move: 8
Humble (3) All Skills
Poor (2) Endurance, Magic Resistance
Useless (0) Magic
Resolution: Once the dogs are defeated, the heroes find tracks leading deeper towards a crumbled watchtower neaby in the mists.
Loot: Amongst the chared ruins the party spots a
Charred Spear (OFF=Might+3)
Broken Shield (Moderate (10) Craftmanship to repair)
A weathered green pouch containg: a Dusty Glass Vial and 60 Gold Coins
Read Aloud Box Text:
Following the, iron-shod footprints in the ash, you enter the courtyard of a shattered stone watchtower. The walls have seen better days, The structure leans precariously, its wooden gates rotted away. A single, dark doorway leads down into an underground chamber.
The Trap (Jet of Flame): A mechanical rig attached to an alchemical canister snaps open, throwing a jet of liquid fire across the entrance hallway.
Trigger: Stepping on the tripwire without a successful Moderate (10) Awareness Test to spot it.
Effect: Deals 8 fire damage to the leading Hero. The target can make an Moderate (10) Agility Reaction Roll to dive out of the way.
Disarm: Moderate (10) Craftmanship or Rougery Heroic Roll to disarm
As you cross the threshold, your foot catches a tightly wound copper tripwire hidden beneath the debris!
Loot: Searching the mechanism with a successful Simple (6) Craftsmanship Test allows a hero to safely salvage the remaining fuel: 1x Flask of Highly Flammable Alchemical Oil (can be thrown in combat to deal 10 fire damage to a target).
Loot: A hidden stash behind some fallen stones and weeds
SIlver Dagger with Skull pomel (OFF=Might+2)
Trap Spingers Kit
Headless minature toy horse
2 Rolls of Bandages (6HP on an Easy Healing Test)
40 Gold Coins
Read Aloud Box Text:
Descending down the curved stairwell, the sound of rhythmic clanging echoes against the damp stone. Chained before an anvil is a hulking man, blindly hammering away at a jagged iron breastplate, the sound of chains rattle as he works. His eyes glow with a dull, sickening purple light, and a heavy iron collar is clamped around his neck, sealed with a padlock. He doesn't notice you, repeating his task like an unthinking automaton.
The Interaction: This is Brandon, the village blacksmith. He is completely under the hypnotic influence of Sir Garrick's Mysterious Crown. He cannot be reasoned with normally; if approached carelessly, he will raise his smithing hammer to attack the "intruders."
Solving the Mystery: * An Easy (8) Magic Test or Moderate (10) Folklore Test reveals that the iron collar is engraved in runes that channel some dark power.
To save Brandon without killing him, one hero must distract him while another attempts to pick the padlock Hard (12) Roguery or Craftsmanship Test (using tools) or a Hard (12) Might Test (using brute force) to shatter or pry off the lock.
The Clues: If freed, Brandon snaps out of his trance, coughing and weeping, collapsing to floor. He reveals vital information: "Sir Garrick has taken up residence in the central keeps' courtyard. The Mysterious Crown splits his mind—he is channeling its power into a central beacon. You could use the ballista in the western tower to destroy the glowing crystal he used to focus the crown's signal, his thralls may turn on him!" (The Heroes each gain 1 Luck for rescuing him)
Brandon has been magically working for weeks and is exhausted. However if the Heroes can restore him to 12 HP or more (award another Luck to the Hero or party responsibe) and allow him 15 mintues rest he will join them. If he doesn't join the Heroes he offers his Enchanted Hammer of the Forge to the party to aid them angainst the Hollow Knight, and points to the chest hidden by the hessian sack.
Brandon: HP: Currently 6 out of 20
Offense: 8 (Hammer) Bash 11 or 8 (Crossbow) Shoot 11
Defense: 0 (Rags) Parry 11 Dodge 11 Resist 11
Speed: 9
Competent (4) All Skills
Useless (0) Magic
Equipment: Rags, The Smiths' Hammer - Enchanced Hammer of the Forge (Craftmanship +1) OFF=Might+4
Loot: in a chest covered by a hessian sack
2 Rations (restore 2HP)
Half Empty Wine Skin
4 x Iron Swords (OFF MGT+4)
Iron Breast Plate (Def 8 Medium Armour END 3+ to wear)
Saphire Gem (100 gc)
Crossbow (OFF 8)
Quiver of 12 Bolts
Read Aloud Box Text:
To reach the keep's main courtyard, you must pass through the high security vault of the armory. A massive steel door bars the way, locked by a strange clockwork mechanism. Above the lock, three stone carvings depict a crown, a sword, and a broken chain. Below them sit three metallic gears that can be spun to line up various symbols.
The Puzzle Setup: The mechanism is an ancient security checkpoint meant to represent the balance of a ruler. To unlock the door, the three gears must be set to the corresponding alignment that reflects Sir Garrick's dark perversion of leadership:
Symbols - Equality, Enslavement, Mountains, Blood, Heavens, Tyranny
The Crown must be aligned with the symbol of Tyranny (representing the Mysterious Crown's true dark nature).
The Sword must be aligned with Blood (representing his preparations).
The Broken Chain must be aligned with Enslavement.
The Checks: Heroes can decipher the faded runes around the gears by passing a Easy (8) World Lore Heroic Roll. Altenatively a cunning Hero may attempt to spring open the mechanism with a Difficult (14) Roguery or Moderate (12) Craftmanship Heroic Roll.
Failure Consequence: If an incorrect combination is locked in, or the mechanism is unsuccessfully tampered with, the vault triggers a defense grid, emitting a Deafening Noise. A group of 2-3 Enslaved Vanguard will come via the smithing room to investigate and capture the intruders, 5 minutes later.
Enslaved Vanguard Guards (x2): * HP: 17 (2d6+10)
Offense: 10 (Halberd) Slash 11 or 8 (Crossbow) Shoot 11
Defense: 8 (Steel Breast Plate) Parry 11 Dodge 9 Resist 11
Speed: 7
Competent (4) All other Skills
Basic (2): Endurance, Agility
Useless (0) Magic
Loot:
Steel Helmet
Burnished Shield
Morning Star (Off MGT+4)
Chain Vest (Def 5 Light, 40gc)
Silvered Sword (OFF MGT+4)
Trap Crafting Kit
Fletchers Kit
Quiver of a Dozen Silver Arrows
Rusty Lantern
Dusty Rope
Healers Kit (Restores 20 HP Moderate (10) Healing)
Read Aloud Box Text:
The vault doors hiss open, revealing the shattered open-air courtyard of the countryside keep. To the east stands a decrepit tower, an Enslaved Vanguard mans a rusted balista. There stands the Dark Knight, clad in jagged armor, a glowing purple crown resting upon his horned helm. Behind him, a massive obsidian crystal projects waves of violet light into the sky. Flanking him are two heavily armored vanguard soldiers, their eyes glowing with blank servitude. The knight draws his black iron blade. 'You are just in time to join my vanguard, kneel before me!' he sneers. 'Then all of Talanon will bow to my power....."
The Tactical Setup: Sir Garrick is utilizing the obsidian crystal to empower his heavy armor. While the crystal remains intact, he projects an Unholy Aura granting him +15 Health Points (HP). Garrick will command the Enslaved Vanguard to "Fire the balista at the wretched Heroes!"
The Environmental Objective: Instead of attacking Sir Garrick directly while he is shielded, a Hero can spend an action to attack the Focus Crystal (HP 12) or attempt a Moderate (10) Magic Test to disrupt its energy matrix. Destroying or disrupting the crystal shatters the Crown's connection in an explostion of light, instantly reducing Sir Garricks HP by 15 and causing all thralled guards to fall prone in disorientation.
Enemy Stat Blocks:
Sir Garrick (Boss - Evil Knight):
* HP: 48 (-15 if the Focus Crystal is destroyed)
Offense: 13 (Fine Balck-Iron Sword) Slash 14
Defense: 10 (Jagged Breast Plate + Iron Shield) Parry 14 Dodge 12 Shield Block 14 Resist 12
Speed: 8
SKILLS
Excellent (7) All Skills
Fair (5) Agility, Endurance, Magic, Magic Resistance
Special Ability - Corrupting Gaze: Once per combat, Sir Garrick can channel the crown through his mind and target one of the heroes within 10 paces, probably the biggest warrior. The target must pass a Difficult (12) Magic Resistance Test or become controlled by Garrick and under his spell, until the crystal is destroyed or Garrick is slain.
Enslaved Vanguard Guards (x3): * HP: 17 (2d6+10)
Offense: 10 (Halberd) Slash 11 or 8 (Crossbow) Shoot 11
Defense: 8 (Steel Breast Plate) Parry 11 Dodge 9 Resist 11
Speed: 7
Competent (4) All other Skills
Basic (2): Endurance, Agility
Useless (0) Magic
The Ballista Tower:
The Heroes can fight their way through to the tower door to gain access to the roof and confront the Vanguard on the balista.
Difficult (14) Marksman Heroic Roll to shoot Sir Garrick for 6d6 damage
Modearate (9) Marksman Heroic Roll to shoot Enslaved Vanguard for 6d6 damage
Easy (8) Marksman Heroic Roll to shoot the glowing obelisk (12HP) for 6d6 damage to destroy it
Resolution & Ultimate Reward: When Sir Garrick falls, the Mysterious Crown shatters into harmless, brittle glass. The dark purple light fades from the eyes of the remaining thralls across the countryside, freeing them from their nightmare.
LOOT:
Among Sir Garrick's remains, the heroes uncover:
The Dread-Iron Breastplate (Heavy Armour: Grants 10 Defense, but requires a minimum Might of 5 to wear, 400gc)
Garrick's Silver Great Sword: (Off Might+6, 500gc)
Garrick's Enhanced War Helm of the Bull (+1 Might, 1000gc)
Key to the War Chest
Garrick's War Chest: Located on the roof of the Eastern Ballista Tower. Locked with Iron Padlock and trapped
Trapped Poison Gas: has a wax seal around the edges of the lid. Moderate (10) to Detect / Disarm. Inflicts 3d6 damage to all in 3 paces.
Moderate (10) Craftmanship or Roguery to unlock, Difficult (12) Might to break or use Garrick's Key
300 Gold Crowns
2 Smally Rubies (50 gc each)
Silver Necklace (60 gc)
Scroll of Lightning Trap (2nd Circle)
Dust of Levitation (1 Use) in a blue silk drawstring pouch
Poision of Cure Poison
Treasure Map